Team Fortress 2 Source Code as on 22/4/2020
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# Microsoft Developer Studio Project File - Name="Dedicated" - Package Owner=<4> # Microsoft Developer Studio Generated Build File, Format Version 6.00 # ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Application" 0x0101
CFG=Dedicated - Win32 Release !MESSAGE This is not a valid makefile. To build this project using NMAKE, !MESSAGE use the Export Makefile command and run !MESSAGE !MESSAGE NMAKE /f "dedicated.mak". !MESSAGE !MESSAGE You can specify a configuration when running NMAKE !MESSAGE by defining the macro CFG on the command line. For example: !MESSAGE !MESSAGE NMAKE /f "dedicated.mak" CFG="Dedicated - Win32 Release" !MESSAGE !MESSAGE Possible choices for configuration are: !MESSAGE !MESSAGE "Dedicated - Win32 Release" (based on "Win32 (x86) Application") !MESSAGE "Dedicated - Win32 Debug" (based on "Win32 (x86) Application") !MESSAGE
# Begin Project # PROP AllowPerConfigDependencies 0 # PROP Scc_ProjName ""$/Src/dedicated", DJEBAAAA" # PROP Scc_LocalPath "." CPP=cl.exe MTL=midl.exe RSC=rc.exe
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BuildCmds= \ if exist ..\..\game\bin\dedicated.dll attrib -r ..\..\game\bin\dedicated.dll \ copy $(TargetPath) ..\..\game\bin\dedicated.dll \ if exist $(TargetDir)\dedicated.map copy $(TargetDir)\dedicated.map ..\..\game\bin\dedicated.map \ if exist ..\..\game\bin\dedicated.pdb attrib -r ..\..\game\bin\dedicated.pdb \ copy $(TargetDir)\dedicated.pdb ..\..\game\bin\dedicated.pdb \
"..\..\game\bin\dedicated.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" $(BuildCmds)
"..\..\game\bin\dedicated.pdb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" $(BuildCmds) # End Custom Build
!ELSEIF "$(CFG)" == "Dedicated - Win32 Debug"
# PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 1 # PROP BASE Output_Dir ".\Debug" # PROP BASE Intermediate_Dir ".\Debug" # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 1 # PROP Output_Dir ".\Debug" # PROP Intermediate_Dir ".\Debug" # PROP Ignore_Export_Lib 0 # PROP Target_Dir "" # ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /c # ADD CPP /nologo /G6 /MTd /W4 /Gm /GR /GX /ZI /Od /I "." /I "..\public" /I "..\public\tier1" /I "..\engine" /I "..\common" /D "_WIN32" /D "_DEBUG" /D "_WINDOWS" /D "DEDICATED" /D "LAUNCHERONLY" /FR /YX /FD /c # ADD BASE MTL /nologo /D "_DEBUG" /win32 # ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32 # ADD BASE RSC /l 0x409 /d "_DEBUG" # ADD RSC /l 0x409 /d "_DEBUG" BSC32=bscmake.exe # ADD BASE BSC32 /nologo # ADD BSC32 /nologo LINK32=link.exe # ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /debug /machine:I386 # ADD LINK32 wsock32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib winmm.lib /nologo /subsystem:windows /dll /debug /machine:I386 /pdbtype:sept /libpath:"..\lib\common" /libpath:"..\lib\public" # SUBTRACT LINK32 /pdb:none # Begin Custom Build TargetDir=.\Debug TargetPath=.\Debug\dedicated.dll InputPath=.\Debug\dedicated.dll SOURCE="$(InputPath)"
"..\..\game\bin\dedicated.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" if exist ..\..\game\bin\dedicated.dll attrib -r ..\..\game\bin\dedicated.dll copy $(TargetPath) ..\..\game\bin\dedicated.dll if exist $(TargetDir)\dedicated.map copy $(TargetDir)\dedicated.map ..\..\game\bin\dedicated.map # End Custom Build
!ENDIF
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